A standard player starts with 300 points to be allocated between statistics and skills.
There are seven base statistics for each character. A player may allocate up to 95 points in these statistics, with 75 to 80 recommended as a minimum. This includes the 8-point minimum for both Intelligence and Size (no kids or folks with vegetable level intelligences here!). Thus, your first 16 points are already spent.
No single statistic can be pushed higher that 17.
STR | Strength | Physical strength and prowess |
CON | Constitution | Overall health, endurance, and ability to take punishment |
SIZ | Size | How big or tall you are, with a minimum level of 8 |
INT | Intelligence | How smart you are, in general terms, with a minimum level of 8 |
POW | Power | Inner strength, and overall presence and self-confidence; it is also a measure of one's magical ability and strength |
DEX | Dexterity | Coordination and speed |
CHA | Charisma | Physical attractiveness between folks of the same general species; general magnetism and leadership ability |
From your base statistics, several secondary characteristics are derived. The math is a bit convoluted and is presented here not as a mechanic but to give players an idea of the breakpoints and implications of their statistics as the game plays out. For example, a thief type has to balance their size, dexterity and power carefully while a fighter type will want to make sure his strength, size, and constitution are all of a decent level.
Hit Points | (SIZ + CON) / 2 | Measure of how much damage you can take. |
Strike Rank | Derives from DEX (speed) plus SIZ (reach) plus weapon length (reach) |
Determines who has the first chance to hit in combat and the general battle after that. A low number is good. Simply put, the faster person using the longest weapon with the greatest reach has the chance to hit first. Magic or missile weapons use only one's DEX strike rank. |
DEX Strike Rank | DEX 1 - 9, DSR = 4 DEX 10 - 15, DSR = 3 DEX 16 - 19, DSR = 2 DEX 20+, DSR = 1 |
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SIZ Strike Rank | SIZ 1 - 9, SSR = 3 SIZ 10 - 15, SSR = 2 SIZ 16 - 19, SSR = 1 SIZ 20+, SSR = 0 |
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Melee Strike Rank | DEX Strike Rank + SIZ Strike Rank | |
Damage Modifier | Based on SIZ + STR | Simply put, the bigger and stronger you are, the harder you are to hit. SIZ + STR 10 - 12, DM = -1d4 SIZ + STR 12 - 24, DM = 0 SIZ + STR 25 - 32, DM = +1d4 SIZ + STR 33 - 40, DM = +1d6 SIZ + STR 41 - 56, DM = +2d6 |
Skill Modifiers | Your basic stats also help with your skills and can add up to 15 percent to your base chance to do that particular type of skill. Primary influences add 1 percent for every point above 10 and subtract 1 percent for every point below. Secondary influences are similar, but 1 percent is added for every two points above 10 and subtract 1 percent for every two points below 10. Negative influences subtract 1 percent for every point above 10 and add 1 percent for every point below 10. | |
Agility | Primary: DEX Secondary: STR Negative: SIZ | |
Communications | Primary: INT Secondary: POW and APP | |
Knowledge | Primary: INT | |
Manipulation | Primary: INT and DEX Secondary: STR | |
Perception | Primary: INT Secondary: POW and CON | |
Stealth | Primary: DEX Negative: SIZ and POW |
Skills are done in percentiles. For example, a 30 percent in a skill means that you will succeed 30 percent of the time. Skills are classified by type, and each skill normally has a base chance of success simply by its very nature. Skills with a base chance of --- indicate skills that must be taught from the start, and that this usually occurs in the play of the game. The Gamemaster will inform you if you are eligible to have a starting skill in these areas. Skills listed in blue have specific cultic or cultural importance, and cannot be learned without meeting these requirements or paying a premium.
Players may allocate the starting points among these skills as they wish, with the following caveats:
Please note that this list is a suggested outline and not all-inclusive. If you believe there is a skill your character should have that isn't here, please discuss this with the Gamemaster to work out what class of skill it should be and its base chance.
Agility Skills | ||
Acrobatics | 10% | |
Boating | 05% | |
Brawl | 25% | |
Climb | 40% | |
Dodge | 05% | |
Dressage | --- | |
Jump | 25% | |
Ride | 05% | |
Swim | 25% | |
Throw | 25% | |
Melee Combat | ||
1H Weapon Parry | 10% | |
2H Weapon Parry | 05% | |
Dance of Daggers | --- | |
Dance of Storms | --- | |
Shield Parry | 05% for buckler; 15% for all other shields | |
Perception Skills | ||
Listen | 25% | |
Scan | 25% | |
Search | 25% | |
Track | 25% | |
Knowledge Skills | ||
Court Lore | 10% | |
Critter Lore | 05% | |
Doublebluff | 05% | |
Evaluate Goods | 05% | |
First Aid | 10% | |
Gaming | 10% | |
Heraldry | 10% | |
History | --- | |
Horses and Castles | 05% | |
Keeptown Lore | 10% | |
Plant Lore | 05% | |
Professional Skill | 10% | |
Read and Write a Specific Language | --- | |
Veterinary | 05% | |
Manipulation Skills | ||
Conceal | 05% | |
Cut Purse | 05% | |
Devise | 05% | |
Lockpick | 05% | |
Play a Specific Instrument | --- | |
Professional Craft | 10% | |
Sleight of Hand | 05% | |
Melee Combat | ||
Base chance varies on the exact the weapon used, the listed base chance is the average for the most common of that type. For example, a broadsword for a 1H Cutting weapon or a great hammer for 2H Smashing weapon. A bastard sword may be used either one handed or two handed, and the skill in each must be purchased separately. | ||
1H Cutting Weapons | 05% | |
2H Cutting Weapons | 10% | |
1H Smashing Weapons | 10% | |
2H Smashing Weapons | 05% | |
Archery | 05% | |
Crossbow | 25% | |
Thrusting Weapons | 15% | |
Stealth Skills | ||
Hide | 10% | |
Sneak | 10% | |
Stalk | 05% | |
Communication Skills | ||
Fast Talk | 05% | |
Orate | 05% | |
Sing | 05% | |
Speak another specific Language | --- | |
Special Skills | ||
Speak Native Language | All Players speak their native language at a level of INTx5, at no additional costs. Unless specifically noted by the Gamemaster, this will be Imperial Colonial. |
Most characters may have learned simple common magics. These magics make up a common body of spells that are taught by many cults, though they might be called by different names. Often times these will be taught to non-members of the church in return for financial tithes. The principle here being that if they don't take your money, you will go elsewhere and donate to some other less worthy God or Goddess. Of course, this is flavored by the exact church and circumstance. Lady Attera will not teach combat spells, for example, and Lord Rames might be more selective about whom they teach than a Jvrillian mercenary troop.
Each player may select 6 points of spells to start with. Note that spells with variable power requirements can be purchased at each particular level. The Gamemaster may decide to allocate bonus points based on Background, Cult or whim.
When cast, each point costs one magic point. A player's daily allotment of magic points is equal to their POW stat. This power expenditure is restored after a good night's rest. Unless otherwise noted, each spell lasts either one combat or fifteen minutes. (A combat is defined as an engagement with a single opponent.)
Spell | Power | Brief Description |
Blaze | 3 points | Magically enflames a sword, arrow or crossbow, causing 3d6 damage to an opponent, instead of the weapon's normal damage. |
Dark | 1 Point | Casts a sphere of darkness upon an object. |
Detect | 1 point | Detects magic in a small area or on a specific item. |
Demoralize | 2 points | A demoralized person will not push forward attack, will defend himself at full skill levels and if forced to protect himself will attack at only 50% of his skill. |
Dispel Magic | variable, 1-3 points | Eliminates magic of a lower point value. |
Dullard | variable, 1-3 points | 1 point breaks an opponent's concentration, 2 points confuses them and 3 points makes them temporarily forget a simple fact. |
Enrage | 1 point | Enrages a person, makes them fanatical. Their combat skills go up by 50%. However, they will not parry. |
Extinguish | 2 points | Puts out a small fire. |
Harden | variable, 1-3 points | Temporarily adds magical armor, each point providing one point of protection. |
Heal | variable, 1-6 points | Each point heals 1 point of damage. |
Hinder | variable, 1-3 points | Each point subtracts 05% from the chance to hit and -1 to the damage done by a particular weapon. |
Ironhand | variable, 1-3 points | Each point adds 05% chance to hit and adds +1 to the damage done by in by one's fists in combat. |
Light | 1 point | Casts a sphere of light on an object. |
Mask | variable, 1-3 points | A magic glamor that changes the looks of an object. Each point can temporarily mask an APP stat by one point. |
Mend | variable, 1-3 points | Each point repairs 10 points of damage done to an object. |
Rend | variable, 1-3 points | Each point does 1 point of damage to an opponent, which ignores armor. |
Spark | 1 point | Kindles a small fire. |
Strike | variable, 1-3 points | Each point adds 05% chance to hit and adds +1 to the damage done by a particular weapon hit. |
Ward | variable, 1-6 points | Each point protects from incoming harmful magics. |
Characters who are Initiates or Lords in a cult may have access to Divine Magics on a limited basis. By meeting with a Priest or Priestess of their cult and doing a ritual to sacrifice POW, they gain a spell on a one-shot basis.
Priests and Priestesses may perform a similar ritual; however, once power is sacrificed many — but not all — of the spells can be used over and over.
Each eligible player may select 3 points of spells to start with. It is assumed that the sacrificed power has been restored by the time the game has started. The Gamemaster may decide to allocate bonus points based on Background, Cult or whim.
Stackable means that more than one point may be sacrificed for to make it bigger and better. The stacking can be done over time.
When cast, the spell goes off at the beginning of combat, or immediately if not in combat. Unless otherwise noted, each spell lasts either one combat or fifteen minutes. (A combat is defined as an engagement with a single opponent.)
The spells listed below are available to all cults; each cult will have their own, unique and secret Divine Magics.
Spell | POW Sacrifice | Brief Description |
Absorption | 1 point | Allows the caster to absorb the POW sent on a spell cast against him and add to his POW stat for the duration of the spell. It also nullifies the effect of the other spell. Note that a spell such as Strike is cast on a sword, not a caster. |
Bind Spirit | 1 point | Binds a spirit permanently into an object or animal. |
Discorporation | 1 Point | This spell allows the caster to separate from their body and travel through the spirit realm. The caster will not be able to communicate with the mundane world but will be able to speak to any spirits they come across. Sensible conversation is not guaranteed. |
Dismiss Magic | 2 points | Eliminates all magic from a single object or a 5-foot diameter location. |
Divination | 1 point | Allows the character to ask a question of their God or Goddess. The ritual takes an hour to perform. This spell can be sacrificed for repeatedly, allowing additional questions to be asked. The spell cannot be used to tell the future. |
Divine Intervention | 1 point | Non-reusable, stackable: Allows the caster to pray for a miracle. The miracle must be in the nature of the God or Goddess. For example, Lady Attera will not kill or harm anyone, and Khol will not give away money. Each point stacked allows a 10% chance of being successfully heard. It cannot be used to ask a question or tell the future. |
Excommunicate | 1 points | Formally removes a person from the church. The God must allow this to happen; i.e., in the Gamemaster's eyes the person must deserve to be excommunicated. |
Extension | 1, 2 or 3 points | Extends the duration of common magic spells cast by the caster: 1 point extends the spell's duration for 1 hour; 2 points extends common magics for 6 hours and extends divine magic for 1 hour; 3 points extends common magics for 1 day and divine magic for 6 hours. |
Hinder Spirit | 1 point | Stackable up to 4. Reduces a spirit's POW if in combat with the spirit. This is used when binding spirits or elementals. |
Multi-spell | 1, 2 or 3 points | Allows one to combine common magics so they can be cast all at once, and occur at the beginning of the combat round: 1 point combines two spells; 2 points combine 3 spells; 3 points combines 4 spells. |
Silvertongue | 2 points | Allows a person to understand any spoken word for a duration of 15 minutes. |
Spirit Block | 2 points | Prevents spirits from approaching a person or an area. |
Summon Spirit | 1, 2 or 3 points | Non-reusable. This spell summons a spirit that can be bound to an object; if it is bound to an object, the object becomes magical. If the object is an animal, it becomes a familiar. The caster must succeed in a POW versus POW battle to defeat the spirit. Once that is done, the spirit may be bound using the Bind Spirit spell. Unbound spirits will be released after 1 hour. |
Teach | 1 point | Duration 1 week: Allows the caster to teach common magic to others. |
Vision | 2 points | Allows the caster to relocate their viewpoint up to 250 feet away. They will see from this viewpoint and not see from theirs. They may, however, switch from far to normal once per combat round for the duration of the spell. |